varying vec2 vUv;
varying vec3 vPosition;
varying float vWave;
varying float randomNum01;
varying float vParamsCIndex;

uniform float uPercent;
uniform vec3 uColor;
uniform float uColorIntensity;
void main() {
    float dis = distance(gl_PointCoord, vec2(0.5));
    // float op = uPercent * 0.5;
    float op = 0.5;
    if(dis > op)
        discard;
    if(vWave > 0.99)
        discard;

    gl_FragColor = vec4(uColor * uColorIntensity * (1. + vParamsCIndex / 2.), 1.);

    #include <tonemapping_fragment>
    #include <colorspace_fragment>
}